--- title: Effects description: Learn how to add visual effects to your experiences. --- You can create special effects by parenting special effect objects to other objects or attachments. ## Light sources Light sources let you attach lighting effects to objects or attachments. There are three types of light sources: - A `Class.PointLight` emits light spherically from a single point. This object is ideal for non-directional lights like bulbs, torches, and fireballs. - A `Class.SpotLight` emits light in the shape of a cone with a spherical base. This object is ideal for directional lights like street lamps, flashlights, and headlights. - A `Class.SurfaceLight` emits light from the face of a BasePart. This object is ideal for lighting from TV or computer screens, billboards, and fluorescent panels.
Point lights
Spotlights
Surface lights
## Particle emitters A [particle emitter](../effects/particle-emitters.md) is an object that emits customizable 2D images (particles) into the world, useful for simulating special effects like fire, smoke, and sparks. ## Beams A [beam](../effects/beams.md) is an object that renders a texture between two `Class.Attachment` objects `Class.Beam.Attachment0` and `Class.Beam.Attachment1`. By setting beam properties, you can: - Add a [texture](../effects/beams.md#texture) and [color gradient](../effects/beams.md#color) to create interesting visuals like waterfalls and force fields. - Modify a beam's [transparency](/effects/beams#transparency) so that it fades over time. - Warp its shape by changing the [width](../effects/beams.md#width) or [curve](../effects/beams.md#curve) of each attachment point. ## Trails A [trail](../effects/trails.md) is an object that creates a trail between and behind two `Class.Attachment` objects as they move through space. Trails can help players visualize movement, such as a sword slashing through the air, projectiles flying to their target, or footprints walking away. By setting trail properties, you can: - Add a [texture](../effects/trails.md#texture) to create interesting visuals. - Set a constant or gradient [color](../effects/trails.md#color). - Modify a trail's [lifetime](../effects/trails.md#lifetime). ## Highlighting `Class.Highlight` is a visual effect which you can use to call attention to a specific object within an experience, such as to provide visual feedback that the object is important and/or interactable. See [Highlighting Objects](../effects/highlighting.md) for details.
A tree mesh against a grey background.
Base object
The same tree mesh with a white outline and a red highlight interior.
White outline, 50% red interior
The same tree mesh with a yellow outline and a black highlight interior.
Yellow outline, black interior